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pub use crate::core::{
math::*, render_states::*, render_target::*, texture::*, Camera, Context, Viewport,
};
pub mod material;
pub use material::*;
mod forward_pipeline;
#[doc(inline)]
pub use forward_pipeline::*;
mod deferred_pipeline;
#[doc(inline)]
pub use deferred_pipeline::*;
pub mod effect;
pub use effect::*;
pub mod light;
pub use light::*;
pub mod object;
pub use object::*;
pub use crate::ThreeDResult;
use thiserror::Error;
#[derive(Debug, Error)]
#[allow(missing_docs)]
pub enum RendererError {}
pub fn render_pass(camera: &Camera, objects: &[impl Object], lights: &Lights) -> ThreeDResult<()> {
let mut culled_objects = objects
.iter()
.filter(|o| camera.in_frustum(&o.aabb()))
.collect::<Vec<_>>();
culled_objects.sort_by(|a, b| cmp_render_order(camera, a, b));
for object in culled_objects {
object.render(camera, lights)?;
}
Ok(())
}
pub fn cmp_render_order(
camera: &Camera,
obj0: impl Object,
obj1: impl Object,
) -> std::cmp::Ordering {
if obj0.is_transparent() == obj1.is_transparent() {
let distance_a = camera.position().distance2(obj0.aabb().center());
let distance_b = camera.position().distance2(obj1.aabb().center());
if obj0.is_transparent() {
distance_b.partial_cmp(&distance_a).unwrap()
} else {
distance_a.partial_cmp(&distance_b).unwrap()
}
} else {
if obj0.is_transparent() {
std::cmp::Ordering::Greater
} else {
std::cmp::Ordering::Less
}
}
}
pub fn pick<S: Shadable>(
context: &Context,
camera: &Camera,
pixel: (f32, f32),
geometries: &[S],
) -> ThreeDResult<Option<Vec3>> {
let pos = camera.position_at_pixel(pixel);
let dir = camera.view_direction_at_pixel(pixel);
ray_intersect(
context,
pos + dir * camera.z_near(),
dir,
camera.z_far() - camera.z_near(),
geometries,
)
}
pub fn ray_intersect<S: Shadable>(
context: &Context,
position: Vec3,
direction: Vec3,
max_depth: f32,
geometries: &[S],
) -> ThreeDResult<Option<Vec3>> {
use crate::core::*;
let viewport = Viewport::new_at_origo(1, 1);
let up = if direction.dot(vec3(1.0, 0.0, 0.0)).abs() > 0.99 {
direction.cross(vec3(0.0, 1.0, 0.0))
} else {
direction.cross(vec3(1.0, 0.0, 0.0))
};
let camera = Camera::new_orthographic(
context,
viewport,
position,
position + direction * max_depth,
up,
0.01,
0.0,
max_depth,
)?;
let mut texture = Texture2D::<f32>::new_empty(
context,
viewport.width,
viewport.height,
Interpolation::Nearest,
Interpolation::Nearest,
None,
Wrapping::ClampToEdge,
Wrapping::ClampToEdge,
Format::RGBA,
)?;
let mut depth_texture = DepthTargetTexture2D::new(
context,
viewport.width,
viewport.height,
Wrapping::ClampToEdge,
Wrapping::ClampToEdge,
DepthFormat::Depth32F,
)?;
let depth_material = DepthMaterial {
render_states: RenderStates {
write_mask: WriteMask {
red: true,
..WriteMask::DEPTH
},
..Default::default()
},
..Default::default()
};
{
let render_target = RenderTarget::new(context, &mut texture, &mut depth_texture)?;
render_target.write(
ClearState {
red: Some(1.0),
depth: Some(1.0),
..ClearState::none()
},
|| {
for geometry in geometries {
geometry.render_with_material(&depth_material, &camera, &Lights::default())?;
}
Ok(())
},
)?;
}
let depth = texture.read(viewport)?[0];
Ok(if depth < 1.0 {
Some(position + direction * depth * max_depth)
} else {
None
})
}